OpenCAX/entry/src/main/cpp/include/opencascade/Graphic3d_CStructure.hxx
2026-02-19 19:05:41 +08:00

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// Copyright (c) 1995-1999 Matra Datavision
// Copyright (c) 1999-2014 OPEN CASCADE SAS
//
// This file is part of Open CASCADE Technology software library.
//
// This library is free software; you can redistribute it and/or modify it under
// the terms of the GNU Lesser General Public License version 2.1 as published
// by the Free Software Foundation, with special exception defined in the file
// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
// distribution for complete text of the license and disclaimer of any warranty.
//
// Alternatively, this file may be used under the terms of Open CASCADE
// commercial license or contractual agreement.
#ifndef _Graphic3d_CStructure_HeaderFile
#define _Graphic3d_CStructure_HeaderFile
#include "Graphic3d_DisplayPriority.hxx"
#include "Graphic3d_PresentationAttributes.hxx"
#include "Graphic3d_SequenceOfGroup.hxx"
#include "Graphic3d_SequenceOfHClipPlane.hxx"
#include "Graphic3d_ViewAffinity.hxx"
#include "Graphic3d_TransformPers.hxx"
#include "Graphic3d_ZLayerId.hxx"
#include "TopLoc_Datum3D.hxx"
#include "NCollection_IndexedMap.hxx"
class Graphic3d_GraphicDriver;
class Graphic3d_StructureManager;
//! Low-level graphic structure interface
class Graphic3d_CStructure : public Standard_Transient
{
DEFINE_STANDARD_RTTIEXT(Graphic3d_CStructure, Standard_Transient)
protected:
//! Auxiliary wrapper to iterate through structure list.
template <class Struct_t>
class SubclassStructIterator
{
public:
SubclassStructIterator(const NCollection_IndexedMap<const Graphic3d_CStructure*>& theStructs)
: myIter(theStructs)
{
}
Standard_Boolean More() const { return myIter.More(); }
void Next() { myIter.Next(); }
const Struct_t* Value() const { return (const Struct_t*)(myIter.Value()); }
Struct_t* ChangeValue() { return (Struct_t*)(myIter.Value()); }
private:
NCollection_IndexedMap<const Graphic3d_CStructure*>::Iterator myIter;
};
//! Auxiliary wrapper to iterate through group sequence.
template <class Group_t>
class SubclassGroupIterator
{
public:
SubclassGroupIterator(const Graphic3d_SequenceOfGroup& theGroups)
: myIter(theGroups)
{
}
Standard_Boolean More() const { return myIter.More(); }
void Next() { myIter.Next(); }
const Group_t* Value() const { return (const Group_t*)(myIter.Value().get()); }
Group_t* ChangeValue() { return (Group_t*)(myIter.ChangeValue().get()); }
private:
Graphic3d_SequenceOfGroup::Iterator myIter;
};
public:
//! @return graphic driver created this structure
const Handle(Graphic3d_GraphicDriver)& GraphicDriver() const { return myGraphicDriver; }
//! @return graphic groups
const Graphic3d_SequenceOfGroup& Groups() const { return myGroups; }
//! Return transformation.
const Handle(TopLoc_Datum3D)& Transformation() const { return myTrsf; }
//! Assign transformation.
virtual void SetTransformation(const Handle(TopLoc_Datum3D)& theTrsf) { myTrsf = theTrsf; }
//! Return transformation persistence.
const Handle(Graphic3d_TransformPers)& TransformPersistence() const { return myTrsfPers; }
//! Set transformation persistence.
virtual void SetTransformPersistence(const Handle(Graphic3d_TransformPers)& theTrsfPers)
{
myTrsfPers = theTrsfPers;
}
//! Return TRUE if some groups might have transform persistence; FALSE by default.
bool HasGroupTransformPersistence() const { return myHasGroupTrsf; }
//! Set if some groups might have transform persistence.
void SetGroupTransformPersistence(bool theValue) { myHasGroupTrsf = theValue; }
//! @return associated clip planes
const Handle(Graphic3d_SequenceOfHClipPlane)& ClipPlanes() const { return myClipPlanes; }
//! Pass clip planes to the associated graphic driver structure
void SetClipPlanes(const Handle(Graphic3d_SequenceOfHClipPlane)& thePlanes)
{
myClipPlanes = thePlanes;
}
//! @return bounding box of this presentation
const Graphic3d_BndBox3d& BoundingBox() const { return myBndBox; }
//! @return bounding box of this presentation
//! without transformation matrix applied
Graphic3d_BndBox3d& ChangeBoundingBox() { return myBndBox; }
//! Return structure visibility flag
bool IsVisible() const { return visible != 0; }
//! Return structure visibility considering both View Affinity and global visibility state.
bool IsVisible(const Standard_Integer theViewId) const
{
return visible != 0 && (ViewAffinity.IsNull() || ViewAffinity->IsVisible(theViewId));
}
//! Set z layer ID to display the structure in specified layer
virtual void SetZLayer(const Graphic3d_ZLayerId theLayerIndex) { myZLayer = theLayerIndex; }
//! Get z layer ID
Graphic3d_ZLayerId ZLayer() const { return myZLayer; }
//! Returns valid handle to highlight style of the structure in case if
//! highlight flag is set to true
const Handle(Graphic3d_PresentationAttributes)& HighlightStyle() const
{
return myHighlightStyle;
}
//! Return structure id (generated by Graphic3d_GraphicDriver::NewIdentification() during
//! structure construction).
Standard_Integer Identification() const { return myId; }
//! Return structure display priority.
Graphic3d_DisplayPriority Priority() const { return myPriority; }
//! Set structure display priority.
void SetPriority(Graphic3d_DisplayPriority thePriority) { myPriority = thePriority; }
//! Return previous structure display priority.
Graphic3d_DisplayPriority PreviousPriority() const { return myPreviousPriority; }
//! Set previous structure display priority.
void SetPreviousPriority(Graphic3d_DisplayPriority thePriority)
{
myPreviousPriority = thePriority;
}
public:
//! Returns FALSE if the structure hits the current view volume, otherwise returns TRUE.
Standard_Boolean IsCulled() const { return myIsCulled; }
//! Marks structure as culled/not culled - note that IsAlwaysRendered() is ignored here!
void SetCulled(Standard_Boolean theIsCulled) const { myIsCulled = theIsCulled; }
//! Marks structure as overlapping the current view volume one.
//! The method is called during traverse of BVH tree.
void MarkAsNotCulled() const { myIsCulled = Standard_False; }
//! Returns whether check of object's bounding box clipping is enabled before drawing of object;
//! TRUE by default.
Standard_Boolean BndBoxClipCheck() const { return myBndBoxClipCheck; }
//! Enable/disable check of object's bounding box clipping before drawing of object.
void SetBndBoxClipCheck(Standard_Boolean theBndBoxClipCheck)
{
myBndBoxClipCheck = theBndBoxClipCheck;
}
//! Checks if the structure should be included into BVH tree or not.
Standard_Boolean IsAlwaysRendered() const
{
return IsInfinite || IsForHighlight || IsMutable || Is2dText
|| (!myTrsfPers.IsNull() && myTrsfPers->IsTrihedronOr2d());
}
public:
//! Update structure visibility state
virtual void OnVisibilityChanged() = 0;
//! Clear graphic data
virtual void Clear() = 0;
//! Connect other structure to this one
virtual void Connect(Graphic3d_CStructure& theStructure) = 0;
//! Disconnect other structure to this one
virtual void Disconnect(Graphic3d_CStructure& theStructure) = 0;
//! Highlights structure with the given style
virtual void GraphicHighlight(const Handle(Graphic3d_PresentationAttributes)& theStyle) = 0;
//! Unhighlights the structure and invalidates pointer to structure's highlight style
virtual void GraphicUnhighlight() = 0;
//! Create shadow link to this structure
virtual Handle(Graphic3d_CStructure) ShadowLink(
const Handle(Graphic3d_StructureManager)& theManager) const = 0;
//! Create new group within this structure
virtual Handle(Graphic3d_Group) NewGroup(const Handle(Graphic3d_Structure)& theStruct) = 0;
//! Remove group from this structure
virtual void RemoveGroup(const Handle(Graphic3d_Group)& theGroup) = 0;
//! Update render transformation matrix.
virtual void updateLayerTransformation() {}
//! Dumps the content of me into the stream
Standard_EXPORT virtual void DumpJson(Standard_OStream& theOStream,
Standard_Integer theDepth = -1) const;
public:
Handle(Graphic3d_ViewAffinity) ViewAffinity; //!< view affinity mask
protected:
//! Create empty structure.
Standard_EXPORT Graphic3d_CStructure(const Handle(Graphic3d_StructureManager)& theManager);
protected:
Handle(Graphic3d_GraphicDriver) myGraphicDriver;
Graphic3d_SequenceOfGroup myGroups;
Graphic3d_BndBox3d myBndBox;
Handle(TopLoc_Datum3D) myTrsf;
Handle(Graphic3d_TransformPers) myTrsfPers;
Handle(Graphic3d_SequenceOfHClipPlane) myClipPlanes;
// clang-format off
Handle(Graphic3d_PresentationAttributes) myHighlightStyle; //! Current highlight style; is set only if highlight flag is true
Standard_Integer myId;
Graphic3d_ZLayerId myZLayer;
Graphic3d_DisplayPriority myPriority;
Graphic3d_DisplayPriority myPreviousPriority;
mutable Standard_Boolean myIsCulled; //!< A status specifying is structure needs to be rendered after BVH tree traverse
Standard_Boolean myBndBoxClipCheck; //!< Flag responsible for checking of bounding box clipping before drawing of object
Standard_Boolean myHasGroupTrsf; //!< flag specifying that some groups might have transform persistence
public:
unsigned IsInfinite : 1;
unsigned stick : 1; //!< displaying state - should be set when structure has been added to scene graph (but can be in hidden state)
unsigned highlight : 1;
unsigned visible : 1; //!< visibility flag - can be used to suppress structure while leaving it in the scene graph
// clang-format on
unsigned HLRValidation : 1;
unsigned IsForHighlight : 1;
unsigned IsMutable : 1;
unsigned Is2dText : 1;
};
DEFINE_STANDARD_HANDLE(Graphic3d_CStructure, Standard_Transient)
#endif // _Graphic3d_CStructure_HeaderFile